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Vrock

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1,139 posts. Alias of primemover003 (RPG Superstar 2011 Top 16).


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No Entangle works against EVERYONE because it is an Area (spread) spell. Note the bolded sections from the Magic chapter. "Foes" is merely flavor text.

PRD Magic wrote:

Area: Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below.

Regardless of the shape of the area, you select the point where the spell originates, but otherwise you don't control which creatures or objects the spell affects. The point of origin of a spell is always a grid intersection. When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection.

You can count diagonally across a square, but remember that every second diagonal counts as 2 squares of distance. If the far edge of a square is within the spell's area, anything within that square is within the spell's area. If the spell's area only touches the near edge of a square, however, anything within that square is unaffected by the spell.

Burst, Emanation, or Spread: Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spell's point of origin and measure its effect from that point.

A burst spell affects whatever it catches in its area, including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. A burst's area defines how far from the point of origin the spell's effect extends.

An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres.

A spread spell extends out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes.

Cone, Cylinder, Line, or Sphere: Most spells that affect an area have a particular shape.

A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes. Most cones are either bursts or emanations (see above), and thus won't go around corners.

When casting a cylinder-shaped spell, you select the spell's point of origin. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder. A cylinder-shaped spell ignores any obstructions within its area.

A line-shaped spell shoots away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped spell affects all creatures in squares through which the line passes.

A sphere-shaped spell expands from its point of origin to fill a spherical area. Spheres may be bursts, emanations, or spreads.

--Vrock garden

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

As a proposal there's a lot here an editor with a little vision (which I believe Paizo has in abundance) can easily turn into a great low level adventure.

How I'd do it:

As Isger's main schtick is about being a crossroad for commerce starting off the PC's with merchants makes sense. Personally I'd involve the main hook as the KISS reason they're guarding the merchants caravan and said merchants are stopping in Logas for a short stay to trade where the PC's are free to get involved in whatever trouble adventurers tend to get into. It also allows you to have a nice simple opening combat encounter which always gets the table focused. Goblinoids being the most common foe in the region reinforces the campaign flavor of Isger.

Once in town the pickpocket encounter works far better if when the chase ends the PC's are confronted by Asmodean Orphan catchers who rudely and forcefully claim the orphan is under their jurisdiction. Boom, another combat encounter where the Devil worshipping church is painted as the bad guy. Killing or defeating the patrol puts the PC's under the eyes of the Law, which is of course the Church of Asmodeus' role in Isger. The PC's can learn about the murder of the High Priestess and several orphan catchers, as well as the innocents as they are quickly pegged as scapegoats for the murders by the Church. Patrols of Hellknights and/or Golden Erinyes nuns could stalk the street under the command of Brother Aleric seeking them out.

The PC's can either shelter with the runaway orphans learning more of the rhyme and mythology or they can "turn themselves in" and Brother Aleric can give them the mission to clear their names or else face some serious problems with the aforementioned Hellknights/Devil Nuns. Either way the get sucked into the mess giving them plenty of motivation to solve the mystery.

--It's a hard Vrock life for us...

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

I voted Jerall Toi's Isgeri Blood and Orphan Tears. I've loved Isger as an adventuring area since I picked up the original campaign setting and even more now that we got the Inner Sea World Guide.

While I'm usually down with all things planar, I enjoyed last years Shadow Plane adventure more. I love Faustian deals, but the mirror bad guy has been done too much IMO.

Ironically last year I had a short run campaign set bouncing between Isger and the Plane of Shadow, so talk about tapping into my wants for material by the contestants!

--It's a hard Vrock life for us...


Toadkiller Dog wrote:
Why the spoiler tags? This is a sub-forum for DMs anyway.

No it really isn't... while one might like it to be players come through here all time so spolier tags should be used extensively!

--Vrock & Key


Bobson wrote:
AvalonXQ wrote:

The rule is in Pathfinder, specifically under Magic Weapons:

Quote:
Damaging Magic Weapons: An attacker cannot damage a magic weapon that has an enhancement bonus unless his weapon has at least as high an enhancement bonus as the weapon struck.
Thank you - I went looking for it before, but I couldn't find it. Am I right in thinking that that means a Great Wyrm Gold Dragon can't even sunder a +1 dagger (barring use of magic fang)?

Creatures with DR/Magic should count as a +x weapon depending on their CR...

--ShamVrock


Sorry Tarantula movement is movement regardless of the action or lack thereof taken by a character. If I use a 5 foot step to walk off a cliff and then gravity makes me fall would I provoke for movement as I clearly moved more than just 5 feet in the round regardless of my action?

You can only provoke one AoO for movement from each character that threatens you per round.

--Schoolhouse Vrock


In all cases it's bad for the revived character. Firstly they're prone and empty handed, secondly the enemy is right on top of them making for easy AoO's if the revived character does almost anything, namely reaching for a dropped weapon if they have none sheathed.

I would rule that the enemy must move out of the occupied square on it's turn which does not provoke into any legal adjacent space. If that cannot be done then both creatures take the penalties for squeezing.

--between a Vrock and hard place


Kthulhu wrote:
Will these blog posts rules ever be collected and published? Or dribbled into future products piece by piece?

You could always list the thread?

--ShamVrock


raylyynsedai wrote:
Stephen Radney-MacFarland wrote:
Haunted Ground: These areas of accursed ground are often the sites of horrid crimes or intense and bloody battles. The intense fear of those who lost their lives lingers and saturates the area. This fear affects living creatures that stray within these areas. A living creature that starts its turn in an area of haunted ground must succeed at a DC 15 Will saving throw or become shaken for 1d4 rounds. If the creature is already shaken, it becomes frightened for the same duration instead. Frightened creatures become panicked for the same duration instead. Creatures that are immune to fear effects are immune to haunted ground.

this is a nice touch for the new Carrion Crown adventure path.

** spoiler omitted **

Love the Paizo support for the game community! keep up the hard and excellent work! it is much appreciated.

I haven't gotten my copy yet, but I would say anywhere an encounter relies on a Fear effect it could be fun to make that room Haunted, but with a fairly easy save. I'd probably use it with Haunts that don't do a lot of damage, but use a fear effect. That said it should be a focal point for the tragedy that happened to the prison. Where the fire broke out or where many inmates died?

--As the Vrock stuck midnight...


harmor wrote:

1. Can you use the Survival skill to avoid natural hazards?

2. Forage for food?

3. Search for a specific species of fish, clam, or coral?

4. What restrictions would a terrestrial creature have for using this skill underwater? And Visa versa?

Situation: I swam underwater and my GM asked me to make Reflex checks to avoid the sharp coral. I said, no problem I use my Survival skill to avoid natural hazards. He said I could not use my Survival skill because I'm not an Aquatic creature. My Survival skill essentially was only useful on land.

For #1 to 3 I would say a resounding yes. However there could be caveats to that.

Was your situation a combat encounter or was it during local/overland movement and exploration? If it was the latter I would allow you to use Survival to avoid hazards. If you are new to a terrain I might ask for some Knowledge (geography) or (nature) checks to set a baseline for bonuses or penalties to your Survival checks, if any.

Say for example you were shipwrecked on a sandbar but the only accessable beach was halfway around the island, known if you made a Knowledge (geogrpahy) check. You'd need to Swim there via local movement making successful Swim checks using Survival to avoid natural hazards like rip tides, surf zones, fire coral, etc. if you could also make a successful Knowledge (nature) check.

If during your swim you met a random encounter of medium sharks around the reefs they patrol then your GM has every right to turn those natural hazards into encounter elements requiring Reflex saves as you're busy paying attention to several 6 foot sharks trying to nibble on you!

I love the skill system in 3.x/PF, but sometimes you gotta just go with what you GM has planned. If after the session you want to talk about the finer points of encounter design and give suggestions on what you think might have been more interesting or fun to you as a player I say go for it.

--Vrock Lobster


Caineach wrote:
I have 1 more question that came up. So, channel energy is all well and good for shoving positive energy into a haunt. Its Aoe, so you don't really need to worry about where the haunt is. How do other divine casters deal with haunts? Disrupt Undead is ranged touch, CLW is touch. How do you know where to hit the haunt?

According to the haunt rules in the GMG, it has AC 10 for spells requiring an attack roll.

--Vrocky Horror


You can only get one extra attack from a haste or speed effect each round per RAW. Both speed and haste state they don't stack with each other or similar effects. Another speed weapon is a similar effect.

--Schoolhouse Vrock


TwoWolves wrote:


I'm tired of these monkey-fighting snakes on this Monday-to-Friday plane!!

Oh that was the worst edit ever! I however use Monkey Fighter all the time in polite company and online to express my displeasure with someone or something!

--

don't look if you're easily offended:
Vrock Lollipop!


I'd use it for special materials like mithral or adamantine as well.

--Vrock market crash


Try google next time ("arcane reinforcement" +paizo)...

Looks like our search says The Faction Guide...

--School of Vrock


K.I.S.S.

Apply a permanent beast shape II spell to a normal human and be done with it. Follow all the rules and limitations for Wild Shape and you have a cursed intelligent Gorilla with very little problems mechanics wise. It can't be dispelled without removing the curse.

--Vrock the Monkey


Easter Bunny wrote:
King of Vrock wrote:

Anyone else notice the Easter Egg?

--Mr. Vrocko

I got yer easter eggz right here, pally!

*pelts KoV*

Now be nice and share!

Professor Petros Lorrimor = Peter Lorre

--Vrocky Horror


Cartigan wrote:
NotMousse wrote:
Jadeite wrote:
Setting up a flanking position is not that difficult, unless you are alone.
5' corridor.
Tumble as a class skill.

Reposition Combat Manuever

--Vrock 'em Sock 'em Robots


Easter Egg?

--Silk Vrockings


Anyone else notice the Easter Egg?

--Mr. Vrocko


Love the Harrow Point mechanic! I was hoping that a Varisian heavy AP would utilize the deck.

Is it just me or did you drop a huge easter egg with Prof. Petros Lorrimor a.k.a. Peter Lorre? And here I thought that was frowned upon...

--Vrocky Horror


Kyle Baird wrote:

Hey gang, we're going to [insert obscure land in Golarion here]! What do you know about it?

Every single time I get blank stares.

I spend a lot of time reading about the areas these scenarios take us. I spend hours coming up with player hand-outs so they can be more informed about the lands they're adventuring in. PFS players (in general) are detatched from the world of Golarion, and I for one, find that saddening. Frankly, if this gets one PFS player to read about one single region of Golarion, I'm happy.

Besides, I'm still asking for a book report. ;-)

+1

Maybe it's just GM's that actually care to take the time to read the books. Players seem to just wanna come in, roll dice, and kill things. But in PFS, with the whole faction idea, one would think players would be more involved.

--HardVrock Cafe


If a 1 round /caster level spell is cast in round 1 the CL 3 spell ends just before the wizards turn in round 4.

--School of Vrock


Pendagast wrote:

for simplicity sake, i just say you cant go over a +5 weapon except with class abilities.

But like I said it rarely happens for us. Once in CoT, Once in Second Darkness (where the ruling came from with an elf bane oath bow and an arrow of elf slaying that had all other mad plusses on it.

Since second darkness we have waaaay toned down magic items in our game, cuz it essentially ruined the campaign for us.

It was like superman beating up bank robbers.

Oddly enough we get alot more enjoyment out of "unbeatable" monsters than "unbeatable PCs".

Pendagast that means with your ruling there is no Core way to bypass DR x/Epic, other than the Paladin's smite which is irrelevant because the only creatures in the Bestiary with DR Epic are the Tarrasque and the Solar. A +4 or +5 Bane (magical beast) or (good outsider) weapon is the only way in the Core rulebook to defeat either the Tarrasque's or a Solar's DR.

--Schoolhouse Vrock


Is this a marketing gimmick, hells yes. Is it going to erode the very foundations of PFS, not a chance.

The best way to look at this is as if your characters have been reading the Chronicles between adventures. You gain a tidbit of knowledge that you can apply once. Sure it's a little gamist, but who cares? This is a game!

Will this encourage PFS players to read the fiction line, maybe. I know I already do read the fiction and I've only dabbled in PFS. I think it's a good move to not only sell product, but to expand the average players knowledge base of the campaign setting. For all the simulationsists out there one would think you'd want to encourage a deeper immersion into the setting by other players.

--Vrock the House

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

I voted for Cody Coffelt's Broken Crucible Foundry and Jerall Toi's Old Cassomir Dollhouse because their locations were close to what I would've done had I gotten through to this round. Sam Zeitlin's The Black Mirror was just all kinds of awesome and an encounter I could easily see ending up in a PFS scenario set near Nex, or Geb, or in the Mana Wastes/Alkenstar.

Now I thank all the Top 8 who chose Hoarfrost for their villain, but of the 3 I chose Trevor Merback's Razorbreath Chasm as my favorite. I've been voting for Trevor every step of the competition and can't wait to see his adventure proposal. Leap on Gnome, leap on!

--Vrock the Vote!

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Jason Rice wrote:
2) Whether you agree with the design idea or not, (unfortunately) all undead (including spirits and unintelligent undead) in Pathfinder are evil. Its an issue that's been beat to death (pun intended) on the forums, and commented on by several Paizo staff. So an undead spirit of a former chieftain isn't likely to be looking for honorable people to get his revenge/justice, he's going to be looking for powerful people. Hoarfrost, a hunter of adventurers, should fit that description, and have attracted the chieftain's notice long ago.

Sorry Jason this isn't quite as true as you think. Ghosts do not have to be evil, though the majority are CE.

PRD wrote:
When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. Such beings are in eternal anguish, lacking in substance and unable to set things right. Although ghosts can be any alignment, the majority cling to the living world out of a powerful sense of rage and hatred, and as a result are chaotic evil—even the ghost of a good or lawful creature can become hateful and cruel in its afterlife.

--Vrocky Horror

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Trevor Merback wrote:
Scott Fernandez wrote:
Adventure design & cartography are my favorite portions of the Craft (dungeon) skill.

Man that sucks, right before the map round too.

I don't know if you've used this one yet:

--But it wasn't a vrock, it was a vrock-lobster!

Oh yeah... I'm all over the B-52s, even the B.C. 52's

--in the town of BedVrock

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

They should all be aiming for the Module! There can be only ONE... even if there are runner up prizes. I"m guessing the scenarios will have some suggestions like write something interesting for Nirmathas or send the Pathfinders into the Shackles.

--Vrock the Vote


Blueluck wrote:
I really liked Making Craft Work. It's the best 99 cents I've ever spent on a game.

+1 this is really a good ruleset that my players love.

--Vrocket Science

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

LoreKeeper wrote:

A thought that came to me while going through the submissions again. I find it a bit sad that in many ways all 3 Hoarfrost encounters are quite similar. I mean sure, the villain description sets the base for his pack of rage worgs - but somehow I keep thinking that this limits the potential for the encounters here. I would've liked to see a bit more colors and flourishes overall.

Consider: if this villain were used for a story arc; would you want to throw essentially the same enemies at the PCs again and again?

Actually thinking about the irony of the situation the PCs could track the damsel in distress back here only to find that Hoarfrost's Worgs had chased a herd of megafauna into the canyon as in days of yore. So combine high winds, a stampede of dire yaks (or Storval Aurochs, j/k), and then Hoarfrost and his Worgs... that's a dynamic encounter waiting to happen!

To up the magic support in lower tiers I suggested goblin Doomsayers or Shamans from the GMG, or an allied Jadwiga (witch) for higher tiers.

--Vrockslide

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Tikael wrote:
Nick Bolhuis wrote:
Haddon goes for the bucket controls, but there are no details about them. Does using them require a skill check? Assuming their use to be a full round action, what manner of actions does the bucket take, a move and a standard (to dump)? How fast does the bucket move? What damage does it do? Does it only target the square below it, or is there splash? When does the bucket need to refill? Does Haddon have any manner of cover or concealment when at the controls?
Um, check the hazards section. All of that information is in there. Also, I cannot think of a single Paizo campaign where enemy locations have been called out on the map.

You should look at PFS scenarios then...

--Vrocknrolla


BigNorseWolf wrote:
No cheese. If its in one hand its a one handed weapon. If its in two hands its a two handed weapon.

There's no cheese at all here. The Lance is a special weapon. It has text that clearly states that when mounted you wield it in one hand. It does not say you treat it as a one handed weapon!

While mounted the lance is still a two handed weapon and qualifies for the -1/+3 damage from power attack. This is a clear case where a specific rule overrides a general rule.

So I'm +1'ing AvalonXQ and Happler

Bobson wrote:
For those saying it counts as a two-handed weapon for power attack, I'd like to see the answer to this. Because I don't think anyone can argue with the ability to dual-wield lances while mounted. Regardless of whether the lance counts as one-hand or two, it's only using one hand, so the other one is free to wield another one. And there's no rules anywhere to specifically address wielding a weapon as an off-hand and a two-hand simultaneously.

It may look silly as hell but it's legal. Go on with your bad self! Actually the rules for Multiattack would probably be the best bet here. It'd still be an off hand attack, so the Str damage would be 3/4, but the power attack would still be -1/+3. The math is funny, but so's the situation!

--We will, we will Vrock YOU!


F. Wesley Schneider wrote:
If you haven't used them before, the Carrion Crown Poster Map Folio should be exceptionally handy for this AP. As there's a few places where the PCs have to put on the traveling music, there's going to be a big handy, player friendly map of Ustalav in the folio - and the APs will have some handy details on places off the beaten path the PCs might detour to if they're charting their own courses. The map folio also draws off of a lot of the elements in Rule of Fear, so there some handy overlap between it and the guidebook to Ustalav - which is cold rolled brilliance in my totally unbiased opinion.

Mmm... love me some maps!

--Vrock of Gibraltar

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

With the Rugged Northerner feat Hoarfrost doesn't have much to worry about in the water. He's immune to the fatigue from frostbite and hypothermia.

--Vrock Salt

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Trevor Merback wrote:
Ask A RPGSupersuccubus wrote:
And of course there’s still a statistical chance that your villain, even though he failed to see you (personally) through this round, may show up again in this contest…

Three times no less!

It's a shame you didn't make it to the next round Scott, I thought Hoarfrost was one of the better villain entries and the nightmare boots were awesome.

I hope to see you next year and your comments in future rounds.

I'm definitely working to axe murder my use of passive voice and strengthen my overall descriptive writing skills. For me the first few rounds were the hardest because they were things I don't consider my strong suit. Adventure design & cartography are my favorite portions of the Craft (dungeon) skill.

--Vrock the House


Now that's a right proper Rogue!

--Masterwork Vrock Picks

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

chavamana wrote:
Sam Zeitlin wrote:
Nex and Geb briefly put aside their hostilities to fight the Fossilized King.
Sorry, this killed it for me.

Really? The fiends could stop the Blood War over the threat of the Illithid empire, but two archwizards wouldn't stop their war for a day to put down an extraplanar rift, oozing tentacled tar and the double-crossing elemental lord behind it?

Sam, at first I was overwhelmed by the map but as I read the encounter it became abundantly clear this encounter should be crazy fun to run. Hazardous terrain, a countdown, opportunities to use combat maneuvers, fighting on the hulking remains of titanic golems... Sign me up!

The only thing is I can easily see many groups of players just nuking the place from orbit, especially if the conduit opens. Nothing really forces them down into melee with Voracek. Allowing for the Mana Wastes magic warping properties and the connection to the plane of earth at the black mirror, it'd be easy to say spells that granted flight or with the [air] descriptor are suppressed over the tar pit. That would take care of most of the flight problems the encounter presents (flying mounts notwithstanding).

--Vrock the Vote

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

drayen wrote:

A valid point about overflying the hedgemaze. A thought would be to think larger. Make your hedgemaze a wood, or even an entire forest, that has the party twisted about as they head toward the manor only to realize too late that they are actually the hunted.

Overall, great job!

I could easily see Hoarfrost stalking a wood or small forest surrounding this castle. You could easily use a flow chart style map of encounter areas to provide a running encounter of sorts.

I liked the background of a Bigger bad than Hoarfrost and his thorn maze (perhaps a guards and warded maze?) but again I think my Huntsman is too bottled up. Hoarfrost and the worgs are best utilized in a running battle. Hit hard then fade into the woods: stalk, rinse, repeat.

The tiers are again too high for Hoarfrost to really be effective. He's meant as an end challenge for PC's in the mid levels. Tier 5-6, maybe 7-8 is the best to run him at considering his tactics and equipment.

--Vrock the Vote

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Trevor thanks for picking Hoarfrost! I have thoroughly enjoyed your entries in every round so far and you're definitely one of my favorites.

So here we have the vicious Huntsman and his Rage Worgs in another canyon/ravine/chasm ambush. As noted in Red Snow Ravine The box canyon is something of a deathtrap for almost any villain. With no way of flying Hoarfrost doesn't have many options of escaping Tier 10-11 foes, even with his advantage in difficult terrain. I think if you had shot for Tier 5-6 and 8-9 you would have had a better time in actual play running this.

How I'd run it:
  • CR 8: Hoarfrost, 2 worgs, and a goblin Adept 3 (Doomsayer GMG)
  • CR 11: Hoarfrost, 6 rage worgs, and 2 goblin Adept 7's (Shaman GMG) with Ice Mephit familiars.
It gives Hoarfrost some more magical support in both tiers and some flying harriers/scouts in the higher tier.

--Vrock the Vote

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Ethan, thank you for using Hoarfrost. I intended for him to be an easy to use villain in any wilderness setting and here he is (again)!

I like the idea of using a ravine to funnel PCs into an ambush and your hazards are a good way to hinder them in a harsh environment. But as many have said at the tiers you chose PCs have the tools to avoid obvious traps like this. Hoarfrost as an experieced hunter wouldn't want to get boxed in.

One of the trickiest thing to do when designing an encounter is take into account all the options PCs have, especially above 5th. Designing wilderness encounters in the mid to high levels starts to become harder and harder as spells and magic items remove mundane hazards like difficult terrain or even simple distance. Overland travel is pretty much dead once overland flight and wind walk are available, heck even phantom steed! Invisibility and flight are two tactics that PCs love to abuse once they can which is why I gave Hoarfrost scent, a bow, and a javelin of lightning.

--Vrock the Vote

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Jerall, like Cody you ran with what would have been my other idea had I moved on, a Dollhouse. Varstrius is definitely a creepy dude and you can have a lot of fun with him. I like the use of the golem, very Mary Shelly's Frankenstein. Maybe you saw the recent Fringe episode "Marionette" as well? Maybe not in South Africa?

I like how useful the GMG NPC Gallery is for adding minions. I thought about dropping in Slavers as Varstrius' henchmen and using the Torturer as his daughter Sarrisia. Having Dev as arcane support is very astute of you. A good encounter has to be able to dish out as much as PCs can. Often encounters don't include enough magical support, perhaps because spellcasters are complicated to run. However as in many of the other entries the foes don't match up to the tiers very well. Your map has ample room, but it'd be easy for a group of 10th level PCs to divide and conquer your soldiers with various wall spells, web, etc. I really like the details you described in the manor house, it brings out some personality in the location.

--Vrock the Vote

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Cody you have some pretty fun things to play with here. Had I moved on, using Tarvin in a trap-laden chase though an industrial space was one of my ideas as well. Obviously hindsight is 20/20 so combining your two encounters would have been AWESOME! I think I get why you used Dark Folk with Westcrown having all the shadow and darkness motifs in the Council of Thieves AP.

While you chose Westcrown I can easily see this happening in Alkenstar's Gunworks. Tarvin not being a spellcaster it'd be easy to replace his magic items with alchemical ones.

--Vrock the Vote


Razz wrote:

Also, I don't know why you can ONLY draw weapons while moving. What about an item strapped or in a place easily accessible, like a pouch, pocket, belt, holster, etc.?

I allow a PC to draw any item easily accessible (as in, not inside a bag or backpack) while moving.

Also, the rule of drawing only when charging at normal speed or less is stupid. How does one lose the ability to draw a sword charging a distance of 60 feet but can pull it off if he's going 30 feet?

Paizo's new rules, sometimes, seem to have lost all train of thought. I really wish they did more errata/FAQ/clarifications!

It's not stupid, it gamist. You seem to be more of a simulationist so it's going to look wonky to you. But it was done as a balance to action economy. You can only do so much in a single round and you have to make choices.

That's what specialized equipment is for. In PF there's the Adventurer's Sash from Seekers of Secrets, though it doesn't mention the actions used to draw items from it and while not PF, the Potion Belt and mwk versions from the Forgotten Realms Campaign Setting (3.0) which allowed you to draw a potion as a free action 1/round.

--Vrock, Paper, Scissors


Zotpox wrote:

butter is verry flamable.

it just has to get hot enough.

heat points for fats include "flash" and "fire" points at 600 and 700 degrees, respectively.

I wonder why no one has thought to wright a spell to simulate boiling or flameing oil?

Hells EVERYTHING is flammable if it gets hot enough! But the grease spell is no more flammable than a glitterdust spell.

--Vrock Pot

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Ask A RPGSupersuccubus wrote:

I will Approve the rest of your formula, and not send any vrocks around for now - unless you happen to require some for grape-trampling duties.

Hey now! There's no Vrock Dance Squads going anywhere without a generous kickback to the King! I take payment in souls or soles (preferably Adidas).

--I'm the King of Vrock, there is none higher, sucka PC's should call me Sire!


Marespera wrote:

I do not like swarms

I do not like them around my face
I do not like them threatening my space
I do not like them on the ground
I do not like them they make me frown
I do not like them Sam I am

Now that that is out, I have seen spells such as sleep and color spray used to take out swarms. Even seen a well placed grease spell, lit on fire soon after do the job. Burning hands has been, hands down the way to go when dealing with that type of menace in my group.

Excellent poem.

But the grease spell is not flammable. If it were the spell description would mention it like the web spell does.

--Vrock you like a hurricane

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

John Bennett wrote:
Looks like tonight will a quiet evening at home. Went out "shopping" this afternoon. Picked up Matt's "Cult of the Ebon Destroyers." I've been waiting for this one and I figure it's required reading if you're in this competition to see how his pitch turned into the finished module. Went and picked up some steak tips after, then hit the cigar store, and then the beer store. Got some Dogfish Head Midas Touch beer. Also, tonight should be a new episode of Spartacus. I also got "Shadow of the Sword" from Netflix. It has the actor who is going to play Jaime in the "Game of Thrones" HBO series. Since Jaime is one of my favorite characters in that series, I want to see if the guy can pull it off. Of course, the rest of the weekend won't be so pleasant. Tomorrow and Monday, I'll be buried in homework. I only have one class this semester but it's the most work intensive with concurrent group projects. Plus, I should do my taxes...

You might want to check out the canceled tv series New Amsterdam if you like Nikolaj Coster-Waldau. He played a 400 year old cop in NYC that was granted immortality by a shaman for saving the life of a native american girl during a massacre (he took a sword to the chest). Very good show with lots of historic flashbacks.

--Vrockafeller Center


Kettlebriar wrote:

RAVENLOFT Campaign Setting. There is no doubt about Ravenloft's influence on this AP, but if something similar is not listed in the first adventure, i will be using the Fear, Horror, and Madness checks from Ravenloft to add more flavor.

(over the years, Ravenloft has been my players favorite setting, so when i read about Carrion Crown, let's just say it made all of us very happy).

You know there are Sanity and Madness rules in the GMG and on the PRD.

The 3.5 book Heroes of Horror has some rules for Sanity checks ala CoC AFAIK.

--Electro-Vrock Therapy


Dragonsong wrote:
Also because i didn't think that this is how it was in 3.5 you may not travel more distance jumping than your move speed in a round.

Ironically though that distance is only a little over 28 feet, so well within the average characters speed.

--Vrocket Ismail

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